Thank you to all our patrons for supporting the Fantasy Strike fighting game. Although we're not ready to show the game publicly yet, we give our $25+ patrons new builds every month, the latest one is here. We rely on your support, and we'll need even more of it to finish the game. If a really accessible, easy-to-play fighting game that's still tournament-quality appeals to you, please support us.

If you need more convincing, no problem. In a few months we'll finally show the game publicly and give you more ways to help us fund the game to completion. For those who are interested right NOW, here's what's in our latest build.

Change List:

The biggest thing is a new playable character: Midori. That brings us to EIGHT playable characters now. Also worth noting are lots of new animations for Valerie, a new character model for Grave that has over 3x the polygons as before, and a preview of a new character select screen that will be used for modes other than local versus and training.

MIDORI

--New character!--Midori’s super takes a long time to build. Using it lets him transform into a dragon. You can build super faster by using his parry (ground C).--Normal attacks in human form. b+A is a sweep, A is a chop that can be cancelled to specials, and f+A is a 2-hit attack.--B is a torpedo attack, can also be done in the air.--C is a parry. If an attack would hit you as you parry, you take 0 damage from it and automatically hit back. In addition to dealing damage (if you hit back), you also get super meter, AND you gain an empowered state where you glow purple. In this mode, you will AUTOMATICALLY throw the opponent if you’re in neutral state and they’re throwable. You lose this state if you use it (to throw them) or if you get hit. This state doesn’t persist across rounds.--Air A is a kick.--Air C is a flying butt stomp thing. Crossups!--Both ground and air super transform you into a dragon.

MIDORI DRAGON FORM

--Oh my!--The dragon’s character model is an unfinished, low polygon version. Also, the dragon has many glitches that we know about, especially related to throws. Because he is generally playable, we wanted to get this to you before fixing his various animation problems.--b+A is a sweep with absurd range.--A is a an attack that hits in front and above. You can press A,A to get a second attack that flies up into the air. After that, you are still able to do another air attack before you land.--f+A is a pretty long range attack that you can cancel to an acid spit as a second attack by pressing A again.--B is like a better version of the human version’s torpedo attack. On hit, it bounces back and you can do another air action before you land from the bounce.--C is a running grab with 2 hits of super armor.--Air A hits twice and is crazy.--Air B is an air version of ground B; a torpedo attack.--Air C is as a divebomb that grabs opponents. Can be yomi countered.--Normal throws do 2 damage in Dragon form.--Your super meter becomes a countdown meter in dragon from. You automatically revert to human Midori when the meter runs out.--New debug option in training mode to stay in dragon form forever once you enter it.

GRAVE

--New character model. Grave now has over 3x the polygons he had before. Also, his hands have been rebuilt to be better shaped and allow for more articulation.--Grave’s costume colors now use our new system (already in use by Setsuki, Geiger, DeGrey, and Midori). That makes them look a bit better and also reduces file size by quite a lot. Also, while porting him to our new costume color system we changed the aesthetics several of his costume colors. Check out the new choices!--Updated visual effects for his projectile. Implemented effects for his big projectile (hold B) and electrified projectiles too (B during wind). (There will be new effects during the starup and impact of these fireballs later.)--Changed behavior of big fireball during wind. Months ago, it got powered up and was too good. Recently, it was not powered up at all, which feels wrong. Now it does get powered up during wind, but it only travels a short distance before dissipating.--Updated visual effects for lightning strike of air B during wind.--Grave no longer spends wind meter unless the wind really happens.--Doing wind (forward) when near the ground no longer makes Grave land before actually summoning the wind.

JAINA

--Ground super now does 2 damage rather than 1 damage.--updated character select screen idle pose and “I’m selected” animation

--New animations for almost everything: idle, f+A, A, b+A, C, jump B, and jump C. Also ground super and air super. Also, forward throw and back throw. (She still has placeholder animation for walk forward and back, jumps, knockdown and get up, and yomi counter.)--Old placeholder paint effects replaced with new placeholder paint effects that are more paint-like.--Hitboxes for C and air C are normal sized and not crazy anymore.

--Fixed a bug that made flashing life persist after getting hit by an attack.--Fixed a bug where quitting a game during a cinematic camera angle would use that same camera angle for normal gameplay the next time you returned to gameplay.--The game’s window can no longer be resized. it’s always 16:9 at fixed resolutions now. Later we will enable resizing it to other 16:9 sizes. --New UI feature for menu help text implemented. On the “play” submenu, the new help text for “back” can now be mouse clicked to go back.--You can now switch between using the UI in “mouse and keyboard mode” and “console controller mode” in the options. As a debug feature, pressing the C key also toggles this.--Character select screens that involve only one character being selected will have a new layout. You can see a preview of this in Play -> Casual Play. In later builds, this screen will be more fleshed out and will take the place of the character select screen in Arcade mode.--Several other small bugs fixed.